2-3 companions in dlc?

Wouldn’t it be cool if we can control more then 1 companion, maybe add that to the dlc. Bec it would be cool to have a small army

I disagree. One is enough. If you want more invite friends and have them all deploy.

I dont like that idea at all. Besides, there is lots of other stuff I want more. If the devs spend time giving you 5 pets instead of fixing bugs and making new content Im gonna cry.

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I think it’d be better to have a skill tree that boosted companions and deployables. A build around having a small army of ticks and turrets along with a crazy companion.

Then again, turrets and remote ticks are already DLC-gated and I don’t want people to be locked out of the full range of their build.

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:+1:
I’m against getting more companions like a small army. That’s too much load for the game.

But I think that there are many features that should be looked at in a revamped skill tree.

Well, you’re right. Turrets, the buildable cover, the RC tick are just dlc stuff. But motorbikes in general aren’t and companions aren’t, too.

So why shouldn’t we have a skill/skill tree for improving the health/durability/range of these buildables?

For example:

Health: motorbikes, companions, covers, turrets get 5-10% more health each skill level.

Durability: motorbikes become stronger in acceleration to climb hills better. Turrets stay 10% longer until they break automatically.

Range: (general reduction of targeting/firing/detection range of turrets and companions / of the ticks range)
motorbikes drive 10% further with their fuel.
Companions and turrets get 20% more targeting/firing/detection range, ticks can be used on 20% greater ranges.

I’m also missing skills for base building.
Or what about side effects of still existing skills on companions, turrets, ticks? Skills for more automatic weapon damage or more explosive damage could also affect these items.

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I very much Agree, that the Skill Tree Really could use some rework. ^.~
as some Skill points are in needs tweaks or rework themselves, others should be moved around. to other trees.
To have some Trees have new dedicated role fitting for the Changes to the Game since Launch.

Combat:

  • Marksman (Accuracy and Sniper skills).
  • Soldier (General Gun skills and damage bonus).

Support:

  • Thrown and Explosives (damage, range and effect bonus to thrown or Launched items).
  • Medic Skill and Bonuses (Which needs a gameplay Rework and Experimental Medical ammo bonus).

Survival:

  • Survivalist (Toughness, Fitness, Melee & Bow) the Lone Survivor.
  • Covert ops (Ammo drops, Stealth and Ambushes bonuses, Field Radios).

Tech:

  • Tactical & Hacking (Binocular Skills, Machine Hacking and Hijacking).
  • Engineering & Robotics (Buffs and durations for Deployable, Companion and Motorbike), The “Pet” Tree.

Some of these reworks could provide an additional or Alternate Companion option.
Like a Seeker from the Hacking Specialization, as a Companion Option instead of Runner/Lynx.
or a Tick form the Engineer Specialization, in addition to a Companion Machine. as it serves more as a Tool, an extra Arm you could say.


@Echofinder
Indeed we have Turrets, Missile Towers, and (Multiple) Ticks we can deploy
Not all are DLC.

“Tick pods” are an Engineer Specialization exclusive Drop From Hunters, Harvesters and Tanks (I think they need to have had a Tick pod for a chance for them to drop.)
Kind wish they were not, as they are fun to use ^.~

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I even see an additional skill tree, as it could be difficult to put all of the new features into the existing ones.

There could be skills to improve base building, like lower costs or for granting more structures of certain or all types (+1 armed structure, + 10 wall structures,…). Alternate there could be upgrade options for each base to improve the number of buildable structures instead of skills which affect all bases.

There could also be skills to improve motorbikes and driving. More speed, more HP, less consumption of fuel,…

Some skills could affect the buildables in some ways, like written above.

To come back to the topic…

But finally, there should be no way to get more than one companion.

Look at how it currently works. You have one item that you can place to get a runner companion. You cannot have more than one. You have one menu for configuring it (modules, inventory, its look and name).
It has not been setup to be able to manage more than one. For more the feature would have to be completly redone in a different way. It’s not just a skill for another deployable.


Oh that wasn’t the only way to get them for a pretty long time. Most of my stored tick pods I got from gnomes. And of course lots of gnome tick pods as well.

I will spend Command Tokens to do this for bases.

H***, I’ll do it for Companions, too.